PC Gamer is a magazine founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games magazines in their respective countries; the magazine features news on developments in the video game industry, previews of new games, reviews of the latest popular PC games, along with other features relating to hardware, mods, "classic" games and various other topics. PC Gamer reviews are written by the magazine's editors and freelance writers, rate games on a percent scale. In the UK edition, no game has yet been awarded more than 96%. In the US edition, no game has yet received a rating higher than 98%. In the UK edition, the lowest numerical score was 2%, awarded to The 4th Golden Satellite Awards for Interactive Media Winner Big Brother 1; the sequel, Big Brother 2, was given an lower score of N/A%, the review explaining that " put as much effort into reviewing it as they did in making the game".
In issue 255, August 2013, the score of 2% was matched by the review of the re-released Leisure Suit Larry: Magna Cum Laude given 3% when it first launched. In the US edition, the lowest score awarded was 4%, given to Mad Dog McCree, unseating the lowest-rated game, Skydive!, given 5%. There are two main editions of PC Gamer, a British version and an American version, both are published by Future plc. Founded in the United Kingdom in November 1993, the American sister version was launched a year in June 1994. There are numerous local editions that use the materials of one of the two editions the British one, including a Malaysian and Russian edition; the Swedish edition, though rooted in its UK counterpart, has grown to be more independent due to the immense popularity of PC games compared to console games in Sweden, now produces most of its own material. An Australian edition was published monthly by Perth-based Conspiracy Publishing since August 1998, but it appears to have been discontinued in mid-late 2004.
A Spanish edition titled "PC Juegos y Jugadores" exists. Both American and British magazines are published thirteen times per year, although there are sometimes variations; the British edition of PC Gamer has been in constant monthly publication since 1993. Subscribers get a special edition of the magazine with no headlines on the front cover. Devoted to PC games, the magazine has a reputation for giving in-depth reviews; the magazine shipped with an accompanying 3.5-inch floppy disc. A CD demo disc was released alongside the floppy disk edition from issue 11 onwards with the first CD Gamer containing all the content from the previous 10 issues' floppy discs; the single CD was expanded to two CDs. An edition with a 9 GB DVD known as DVD Gamer ran alongside the 2CD edition for a couple of years, until production of the CD Gamer edition ceased as of issue 162; the UK Edition only came with a single double-sided DVD. In August 2011, the UK magazine announced it was to be discontinuing the disk as of issue 232, replacing it with more pages of content within the magazine and exclusive free gifts.
The magazine has many regular features. These include sections called ´Eyewitness´, ´Previews´, ´Send´, where letters from the readers are spread over 2 two page spreads, at least one special feature, which reports on gaming related issues such as the effect of PC gaming on the environment, a review section which reviews the latest released PC games and re-reviews titles that have been released on budget and ´Extra Life´ which reports on modding games and gaming culture and revisiting old games. There is a ´Systems´ section, which reviews and recommends hardware such as video cards and monitors; the back page of the magazine is entitled ´It's All Over´ and consists of game related artwork such as a version of Dalí's The Persistence of Memory featuring items from Portal. For a time, one of the magazine's features, ´Gamer Snap´, where amusing pictures sent in by readers were printed in the magazine, however the feature was discontinued and replaced with a ´Guess the game´ where readers sent in drawings of memorable scenes in video games drawn in Microsoft Paint.
The PC Gamer blog was started to coincide with the transfer of the PC Gamer UK site to become part of the Computer and Video Games network which incorporates all of Future plc's gaming magazines. The move brought some controversy, with many long-standing members of the forum leaving due to the new forum's cramped spacing and slow loading times; the introduction of a blog was seen as one of the redeeming features of the switch. The blog has since been updated with contributions from many of the magazine's staff; the topics discussed range from the controversy over violent video games, to the benefits of buying a PC over a console. In 2010, PC Gamer re-launched their website and blog by bringing together the online communities of both the US and UK magazines into one website; as a result, the PC Gamer blog now has contributions from both the US and UK magazines, all hosted at the new website along with the forums for both magazines. The PC Gamer UK podcast was started on 4 May 2007 and ran 93 episodes until its final episode, released on 5 July 2013.
It had a rotating cast made up of members of the staff including Chris Thursten, Tom Senior, Graham Smith, Tom Francis, Marsh Davies. The podca
Digital Capital Corporation is a Swiss company that manages private equity investments in the digital entertainment industry. Formed in Switzerland in 2011 by Todd Tribell and Stewart Kosoy, the company offers funding and advice to partners; the company's stated goal is to connect financial partners with software development talent. Digital Capital operates a subsidiary company based in Dublin called Digital Power Entertainment. DPE develops and produces digital online entertainment properties together with developer Jason Schreiber. Jason worked as Senior Producer at GT Interactive Software. In December 2012, Digital Capital founded a subsidiary company Dream Weddings Ltd. for creating an app aimed at the wedding industry. It was said, that the parent company invested more than US$5,000,000 in the business to facilitate creation of a game for both web and mobile devices; the game is expected to be launched in early 2014. In September 2013, former executive of Electronic Arts Jonathan Bunney, who worked in EA as both vice president of product development and vice president of product marketing, has joined Digital Capital as director of marketing
Academy of Interactive Arts & Sciences
The Academy of Interactive Arts & Sciences is a non-profit organization of video game industry professionals. It organizes the annual Design Innovate Communicate Entertain summit, better known as D. I. C. E. Which includes the presentations of the D. I. C. E. Awards. AIAS was founded in 1992 by Andrew Zucker, a lawyer in the entertainment industry that wanted to create a group for video games similar to the Academy of Motion Picture Arts and Sciences for the film industry, which organizes the annual Academy Awards, including the nomination and voting process, the televised events; as envisioned by Andrew Zucker, AIAS was to become a bridge between Silicon Valley and Hollywood, thus serving to link and provide a forum for dialogue between professionals in both technology and entertainment. AIAS co-promoted numerous events with organizations such as the Academy of Television Arts and Sciences, the Directors Guild of America and Women in Film. Zucker was able to assemble about 400 members of both gaming and entertainment industries, along with 40 industry leaders to organize their first awards show program, "Cybermania'94", hosted by Leslie Nielsen and Jonathan Taylor Thomas and broadcast on TBS.
While a second show was run in 1995, was the first awards program to be streamed over the Web, it drew far less audiences as the first. Video game industry leaders decided that they wanted to reform AIAS as a non-profit organization for the video game industry; the effort was backed by Peter Main of Nintendo, Tom Kalinske of Sega, Doug Lowenstein, founder of the Entertainment Software Association, with funding support from ESA. AIAS was formally refounded with game developer Glenn Entis as its first president. In 1998, AIAS' role was to handle the awards known as the Interactive Achievement Awards; these awards were nominated and selected by game developers that are members of the organization themselves, mimicking the means which the Academy Awards are voted upon by its members. Around 2000, the ESA pulled out of funding AIAS, leading AIAS members Richard Hilleman and Lorne Lanning to suggest that AIAS create the D. I. C. E. Summit, a convention centered around the presentation of the awards as a means to providing funding for the organization.
The Summit was aimed at industry executives and lead developers as a means to provide networking between various companies The D. I. C. E. Summit launched in 2002 in Las Vegas and has been run on an annual basis since. In addition to video games, AIAS saw these summits as a way to connect video games to other entertainment industries. Joseph Olin served as the AIAS president from 2004 to 2010. Rae opted to implement a number of changes to the Summit, shorting talk times to give more attention to the speakers, rebranding the awards as the D. I. C. E. Awards for the 2013 summit. Mike Fischer replaced Rae as president in 2016; as of 2017, AIAS's mission is "to promote and advance the worldwide interactive entertainment community, recognize outstanding achievements in the interactive arts and sciences, host an annual awards show, the DICE Awards, to enhance awareness of games as an interactive art form". The D. I. C. E. Summit is an annual multi-day gathering of video game executives held in Nevada. Established in 2002 by AIAS, the conference is host to the annual Entertainment Software Association's Interactive Achievement Awards.
The conference differs from other conferences in the industry in its emphasis on the business and production end of the industry, with a focus on trends and innovations in video game design. The conference specializes in providing a more intimate, orderly venue for select industry leaders to network. In 2007, a keynote speaker was added to open the event, which had traditionally begun with recreation before the introduction of presentations and panels. Official website
Sierra Entertainment, Inc. was an American video game developer and publisher. Founded in 1979 as On-Line Systems, by Ken and Roberta Williams, Sierra was known for their graphic adventure game series such as King's Quest, Space Quest, Police Quest, Gabriel Knight, Quest for Glory. Sierra On-Line was acquired by CUC International in February 1996 and became part of CUC International's newly established CUC Software. In June 2004, after months of significant downsizing and restructuring at the company, Sierra Entertainment was disestablished as a company in August that year. Sierra continued to operate as a division of Vivendi Games through June 2008, when Vivendi Games merged with Activision and formed Activision Blizzard, with Sierra becoming part of Activision Blizzard's Activision subsidiary, though shut down that year; the "Sierra" brand name was revived by Activision in 2014 to re-release former Sierra titles as well as some independently-developed games. Sierra Entertainment was founded in 1979 as On-Line Systems in Simi Valley, California, by Ken and Roberta Williams.
Ken Williams, a programmer for IBM, bought an Apple II microcomputer which he planned to use to develop a Fortran compiler for the Apple II. At the time, his wife Roberta Williams was playing text adventure games on the Apple II. Dissatisfied with the text-only format, she realized that the graphics display capability of the Apple II could enhance the adventure gaming experience. After initial success, On-Line Systems was renamed Sierra On-Line in 1982, the company moved to Oakhurst, California. By early 1984 InfoWorld estimated that Sierra was the world's 12th-largest microcomputer-software company, with $12.5 million in 1983 sales. In 1980, On-Line Systems released their first game in Mystery House. Roberta Williams wrote the script for the adventure game in three weeks presented it to Ken Williams. At this point, Roberta Williams convinced Ken Williams to help her develop the game in the evenings after work, she worked on the text and the graphics, told Ken Williams how to put it all together to make it the game she wanted.
They worked on it for about three months and, on May 5, 1980, Mystery House was ready for shipment. Mystery House was an instant hit, it was the first computer adventure game to have graphics, although they were crude, static line drawings. It sold about 15,000 copies and earned $167,000; the Hi-Res Adventure series continued with Mission Asteroid, released as Hi-Res Adventure #0, despite being the second release. The next release and the Princess known as Adventure in Serenia, is considered a prelude to the King's Quest series in both story and concept. Through 1981 and 1982, more games were released in the series including Cranston Manor and the Golden Fleece, Time Zone, The Dark Crystal. A simplified version of The Dark Crystal, intended for a younger audience, was written by Al Lowe and released as Gelfling Adventure. Many of Sierra's most well known series began in the 1980s. In 1983, Sierra On-Line was contacted by IBM to create a game for its new PCjr. IBM would fund the entire development of the game, pay royalties for it, advertise for the game.
Ken and Roberta Williams started on the project. Roberta Williams created a story featuring classic fairy-tale elements, her game concept included animated color graphics, a pseudo 3D-perspective where the main character was visible on the screen, a more competent text parser that would understand advanced commands from the player, music playing in the background through the PCjr sound hardware. For the game, a complete development system called. In the summer of 1984, King's Quest: Quest for the Crown was released to much acclaim, beginning the King's Quest series. While working to finish The Black Cauldron, programmers Mark Crowe and Scott Murphy began to plan for an adventure game of their own. After a simple demonstration to Ken Williams, he allowed them to start working on the full game, named Space Quest: The Sarien Encounter; the game, released in October 1986, was an instant success and would spawn many sequels in the following years as part of the Space Quest series. Al Lowe, working at Sierra On-Line for many years, was asked by Ken Williams to write a modern version of Chuck Benton's Softporn Adventure from 1981, the only pure text adventure that the company had released.
Leisure Suit Larry in the Land of the Lounge Lizards was a great hit and won the Software Publishers Association's Best Adventure Game award of 1987. A long series of Leisure Suit Larry games would follow in the coming years. Ken Williams befriended a retired highway patrol officer named Jim Walls, asked him to produce an adventure series based on a police theme. Walls proceeded to create Police Quest: In Pursuit of the Death Angel, released in 1987. Several sequels followed, the series was touted for its adherence to police protocol, presenting some real-life situations encountered by Walls during his career as an officer. Quest for Glory is a series of hybrid adventure/role-playing video games designed by Corey and Lori Ann Cole; the first game in the series, Quest for Glory: So You Want to Be a Hero, was released in 1989. The series combined humor, puzzle elements and characters borrowed from various legends and memorable characters, creating a five-part series of the Sierra stable. Altho
Desperate Housewives: The Game (2006 video game)
Desperate Housewives: The Game is a life simulation adventure game developed by Liquid Entertainment and released by Buena Vista Games in 2006, in the style of The Sims games. It is based on the television series Desperate Housewives; the player takes the part of a housewife with amnesia who has moved with her husband and son to Wisteria Lane. The plot takes place over 12 episodes; the game features a script by Desperate Housewives writer Scott Sanford Tobis and voice acting by Brenda Strong. It achieved sales in excess of 400,000 copies by early 2009 The game begins when a family moves to Wisteria Lane: a successful doctor working at the Fairview Medical Center, a wife with a forgotten past after a jogging accident and their son. Edie Britt first introduces the wife to Wisteria Lane and visits Bree Van de Kamp, who invites her to gossip at her house along with Susan Mayer, Lynette Scavo and Gabrielle Solis. A pair of brothers visit the player's house: Daniel Fox, a famous designer and his twin brother Frank Fox, who installs an Internet service in the player's computer.
Your character progresses through episodes, completing tasks that range from gardening and cooking for your family, to discovering the secrets of the neighborhood. The doctor's wife must battle off a love rival to her husband as his secretary, Jackie Marlen, who stops at no cost to get what she wants as well as a cranky neighbor, Etta Davenport. Not only this but she must deal with the antics of her unruly 14-year-old son and the people around him. We find that the other residents aren't as nice as they seem when a private investigator, Erik Larsen, shows up in town alongside a shady businessman, Vincent Corsetty, who seems to have ulterior motives. In the end, their secrets are aired to the public and a desperate decision is made in a hostage situation. Desperate Housewives: The Game has four different endings; the main character shoots everyone. But who got shot in the real "Game?" The main character lives ever after with the husband. The main character lives ever after with Erik Larsen; the main character runs off with Vincent Corsetty.
Desperate Housewives received "mixed" reviews according to the review aggregation website Metacritic. Some reviewers praised it as a well-written and faithful adaption of the television series; the editors of PC Gamer US presented Desperate Housewives with their 2006 "Best Adventure Game" award. In the United States, Desperate Housewives: The Game debuted at #6 on the NPD Group's weekly computer game sales chart for the October 8–14 period. Tor Thorsen of GameSpot reported that the game "instantly became the subject of widespread derision" upon its announcement, but that its first-week placement suggested its "publisher may be having the last laugh." Desperate Housewives achieved sales in excess of 400,000 copies by January 2009. Desperate Housewives: The Game at Buena Vista Games website Desperate Housewives: The Game at MobyGames
Rise of the Argonauts
Rise of the Argonauts is a 2008 action role-playing game developed by Liquid Entertainment and published by Codemasters for Microsoft Windows, PlayStation 3 and Xbox 360. The game's plot surrounds the myth of his Argonauts as he searches for the Golden Fleece. In Rise of the Argonauts, the player assumes the role of Jason, a Greek king. Jason's bride, Alceme, is assassinated and Jason avenges her by killing the assassin, he seals her body in the temple which becomes her mausoleum. After that, Jason discovers the only way to bring back his wife is to obtain the Golden Fleece, which can restore the dead. Traveling to Delphi, Jason learns from the Oracle that the only way to tread the road to the Fleece is to find three descendants of three of his patron gods: Hermes and Athena; the descendant of Hermes is found on Saria, Athena's on Kythra. After convincing all of them to join him, Jason travels to Delphi again and learns that the Fleece is in Tartarus, the Hell of the Greek Underworld. After obtaining it, Jason sails home to revive Alceme.
He confronts his traitorous uncle. During the course of the game, Jason will face Blacktongues, who are behind Alceme's assassination, Ionians mercenaries, mythical beasts and other characters, but he would not be alone. Jason – The young king set out for the quest to seek the Golden Fleece. He's the sole character the player will control. Depending on which gods Jason hails the most, he can become proficient in the sword, spear and his shield offensively. Jason's overall personality is decided by the player's choices. Hercules – A son of Zeus and an old friend of Jason's. Knowing Jason's pain from losing his wife and children, Hercules joins his friend on his quest. Needing only his great legendary strength, Hercules' sole weapons are his own bare hands. Despite his continuous bad luck, he is a jovial soul, engages Pan in debates. Atalanta – The world's fastest woman, she joins Jason's crew to save her people and see the world. She wields a bow in combat. Though aloof and headstrong, Atalanta is more insecure.
She has a teasing, playful side, is loyal to her tribe. Achilles - The great and "undefeated, untouchable" hero of the Mycenaean arena, destined to die in the Trojan War, he has yet to find something to fight for, as he has it all: women, fame. He only wields a dual-bladed spear. Achilles is a boastful, wisecracking sort, he and Atalanta quarrel sometimes. Pan - The wise old satyr of lore, Pan has been wandering the world for nearly 800 years. Pan is the resident spell caster of the Argonauts, he has a spirited, if eccentric, like when he claims going to Tartarus would be an experience he'd give everything to see. He loves telling stories, but is lonely. Lykas - Chief of the Nisyros, a tribe of centaurs who raised Atalanta after the death of her parents. Lykas is the descendant of Hermes. Despite being one of Hermes' most devout followers, Lykas hardly resembles the trickster god, he is evenhanded, does not exaggerate, upholds the law when he does not approve. He has a lame front leg. Medea - Once a member of the Blacktongues, now hostile towards them when she realized they made her a thrall, she joins the Argonauts to help Jason kill them.
Medea vowed to never be powerless again after her father Aetes married her off when she was 12 to a suitor of 60. Argos - The builder of the Argo, he requests. Argos is killed by one of Pelias' Blacktongue associates. Jason avenges him, he is upbeat, a stargazer, but does not like pipers, is the cook of the ship. Daedalus – A Minoan blacksmith who forges armor and weapons for Jason when he is fighting in the arena; when Jason finds out he is in danger, Jason allows him to join the Argonauts. Daedalus is a bit of a jokester, but has a hefty ego, refers to himself as "the world's foremost genius". Medusa – Once was a beautiful woman, she has been turned into a hideous beast. Medusa is the indirect descendant of Athena, she was once serious about her station and people, when she is restored to her former self, she'll have lapses of vanity she tries to rectify. She dislikes the sight of blood. In the game, Perseus is her brother. Nessus - A centaur who tamed the manticore Hep'naje, a boss battle in the game.
Nessus is killed by Jason. He is gruff, a realist, but is proud of his son, reveals he was promised sky and endless fields of grass for helping the Blacktongues. Blacktongues - Sorcerers and assassins whose power comes from commune with Tartarus, they worship the Titaness Hecate and believe her to be the true ruler of Tartarus, where she was born. They believe. King Lycomedes - King of Mycenae and Alceme's father. At first he blames Jason for Alceme's death, but after various trials, trusts him and joins Jason on his quest, he is a priest of Ares, is much like him - proud and protective of his family. Captain Idas - A skilled warrior and Captain of the Iolcan guard, he retires in the beginning of the game after the attack. Patroclus - Head of the Mycenaean arena. Allied with Docon in a failed plot to kill King Lycomedes. Daedalus says Patroclus has two talents - "Business and thinking up ways for men to die." Elpis - A young and faithful servant of Jason's. Mnason - The father of the Iolcan guards Timaeus and Pathras.
Atari SA is a French corporate and brand name owned by several entities since its inception in 1972 by Atari Interactive, a subsidiary of the French publisher Atari, SA. The original Atari, Inc. founded in Sunnyvale, California in 1972 by Nolan Bushnell and Ted Dabney, was a pioneer in arcade games, home video game consoles, home computers. The company's products, such as Pong and the Atari 2600, helped define the electronic entertainment industry from the 1970s to the mid-1980s. In 1984, as a result of the video game crash of 1983, the original Atari Inc. was split, the arcade division was turned into Atari Games Inc. Atari Games received the rights to use the logo and brand name with appended text "Games" on arcade games, as well as rights to the original 1972–1984 arcade hardware properties; the Atari Consumer Electronics Division properties were in turn sold to Jack Tramiel's Tramiel Technology Ltd. which renamed itself to Atari Corporation. In 1996, Atari Corporation reverse-merged with disk-drive manufacturer JT Storage, becoming a division within the company.
In 1998, Hasbro Interactive acquired all Atari Corporation related properties from JTS, creating a new subsidiary, Atari Interactive. Infogrames Entertainment bought Hasbro Interactive in 2001 and renamed it Infogrames Interactive, which intermittently published Atari branded titles. In 2003, it renamed the division Atari Interactive. Another IESA division, Infogrames Inc. changed its name to Atari Inc. the same year, licensing the Atari name and logo from its fellow subsidiary. In 2008, IESA completed its acquisition of Atari, Inc.'s outstanding stock, making it a wholly owned subsidiary. IESA renamed itself Atari, SA in 2009, it sought bankruptcy protection under French law in January 2013. In 1971, Nolan Bushnell and Ted Dabney founded a small engineering company, Syzygy Engineering, that designed and built Computer Space, the world's first commercially available arcade video game, for Nutting Associates. On June 27, 1972, the two incorporated Atari, Inc. and soon hired Al Alcorn as their first design engineer.
Bushnell asked Alcorn to produce an arcade version of the Magnavox Odyssey's Tennis game, which would be named Pong. While Bushnell incorporated Atari in June 1972, Syzygy Company was never formally incorporated. Before Atari's incorporation, Bushnell considered various terms from the game Go choosing atari, referencing a position in the game when a group of stones is imminently in danger of being taken by one's opponent. Atari was incorporated in the state of California on June 27, 1972. In 1973, Atari secretly spawned a competitor called Kee Games, headed by Nolan's next door neighbor Joe Keenan, to circumvent pinball distributors' insistence on exclusive distribution deals. Joe Keenan's management of the subsidiary led to him being promoted president of Atari that same year. In 1976, through Grass Valley, CA firm Cyan Engineering, started development of a flexible console, capable of playing the four existing Atari games; the result was the Atari Video Computer System, or AVCS. The introductory price of $199 included a console, two joysticks, a pair of paddles, the Combat game cartridge.
Bushnell knew he had another potential hit on his hands but bringing the machine to market would be expensive. Looking for outside investors, Bushnell sold Atari to Warner Communications in 1976 for an estimated $28–32 million, using part of the money to buy the Folgers Mansion. Nolan continued to have disagreements with Warner Management over the direction of the company, the discontinuation of the pinball division, most the notion of discontinuing the 2600. In 1978, Kee Games was disbanded. In December of that year, Nolan Bushnell was fired following an argument with Manny Gerard. "e started fighting like dogs. And the wheels came off that fall. Warner claimed they fired me," recalled Bushnell. "I say I quit. It was a mutual separation."Development of a successor to the 2600 started as soon as it shipped. The original team estimated. Mid-way into their effort the home computer revolution took off, leading to the addition of a keyboard and features to produce the Atari 800 and its smaller sibling, the 400.
The new machines had some success when they became available in quantity in 1980. From this platform Atari released their next-generation game console in 1982, the Atari 5200, it was unsuccessful due to incompatibility with the 2600 game library, a small quantity of dedicated games, notoriously unreliable controllers. Under Warner and Atari's chairman and CEO, Raymond Kassar, the company achieved its greatest success, selling millions of 2600s and computers. At its peak, Atari accounted for a third of Warner's annual income and was the fastest growing company in US history at the time. However, it ran into problems in the early 1980s as interference from the New York-based Warner management affected daily operations, its home computer, video game console, arcade divisions operated independently and cooperated. Faced with fierce competition and price wars in the game console and home computer markets, Atari was never able to duplicate the success of the 2600; these problems were followed by the video game crash of 1983, with losses that totaled more than $500 million.
Warner's stock price slid from $60 to $20, the company began searching for a buyer for its troubled division. In 1983, Ray Kassar had res